Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Controls/Button.cs
T
Dylan Wilson e962cec448 A mix between Tiled and GUI stuff (#553)
* mostly restored the tiled importer unit tests

* code cleanup

* code cleanup

* almost got tiled maps serialization independent of the content pipeline

* refactored the tiled map content importer so that tiled maps can be loaded at runtime

* code cleanup

* removed nuspec files

* experimenting with an XML based GUI markup parser

* a few more markup parser features

* finally got a working open file dialog

* experimenting with markup bindings

* attached properties

* working on the gui stuff again

* working on a better textbox

* multiline textboxing

* new text box is really coming along

* removed the content explorer experiment

* restored the old gui demo back to the way it was before (for now)
2018-10-09 22:18:48 +10:00

92 lines
2.3 KiB
C#

using System;
namespace MonoGame.Extended.Gui.Controls
{
public class Button : ContentControl
{
public Button()
{
}
public event EventHandler Clicked;
public event EventHandler PressedStateChanged;
private bool _isPressed;
public bool IsPressed
{
get => _isPressed;
set
{
if (_isPressed != value)
{
_isPressed = value;
PressedStyle?.ApplyIf(this, _isPressed);
PressedStateChanged?.Invoke(this, EventArgs.Empty);
}
}
}
private ControlStyle _pressedStyle;
public ControlStyle PressedStyle
{
get => _pressedStyle;
set
{
if (_pressedStyle != value)
{
_pressedStyle = value;
PressedStyle?.ApplyIf(this, _isPressed);
}
}
}
private bool _isPointerDown;
public override bool OnPointerDown(IGuiContext context, PointerEventArgs args)
{
if (IsEnabled)
{
_isPointerDown = true;
IsPressed = true;
}
return base.OnPointerDown(context, args);
}
public override bool OnPointerUp(IGuiContext context, PointerEventArgs args)
{
_isPointerDown = false;
if (IsPressed)
{
IsPressed = false;
if (BoundingRectangle.Contains(args.Position) && IsEnabled)
Click();
}
return base.OnPointerUp(context, args);
}
public override bool OnPointerEnter(IGuiContext context, PointerEventArgs args)
{
if (IsEnabled && _isPointerDown)
IsPressed = true;
return base.OnPointerEnter(context, args);
}
public override bool OnPointerLeave(IGuiContext context, PointerEventArgs args)
{
if (IsEnabled)
IsPressed = false;
return base.OnPointerLeave(context, args);
}
public void Click()
{
Clicked?.Invoke(this, EventArgs.Empty);
}
}
}